if live_call() return global.live_result; for (var i = 0; i < bullet_number_max; i++) { if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) { var bullet = instance_create_depth(obj_heart_battle_fighting_red.x, (obj_heart_battle_fighting_red.y - 80), -100, obj_battle_enemy_attack_ceroba_flower_circle_flower) bullet.bullet_speed = bullet_speed bullet.attack_dir = attack_dir bullet.bullet_spawner = id bullet_number_current += 1 } } if (bullet_number_current >= bullet_number_max) { if (!alarm[0]) alarm[0] = 5 } timer += 1